27 #include "../client/cl_renderer.h"
28 #include "../client/cl_lua.h"
29 #include "../client/battlescape/cl_particle.h"
30 #include "../client/ui/ui_main.h"
67 fprintf(stderr,
"%s", text);
106 #define PROPERTY_HASH_SIZE 32
108 #define MAX_PROPERTY_NAME 32
132 for (element = test_property_hash[hash]; element; element = element->
hash_next) {
145 test_property_hash[
hash] = element;
146 test_property = element;
147 Com_Printf(
"Register test property \"%s\" = \"%s\"\n", name, value);
162 for (element = test_property_hash[hash]; element; element = element->
hash_next) {
188 if (element ==
nullptr) {
189 Com_Printf(
"WARNING: Test property \"%s\" not found. nullptr returned.\n", name);
192 return element->
value;
203 if (element ==
nullptr) {
204 Com_Printf(
"WARNING: Test property \"%s\" not found. 0 returned.\n", name);
207 return atoi(element->
value);
218 if (element ==
nullptr) {
219 Com_Printf(
"WARNING: Test property \"%s\" not found. 0 returned.\n", name);
222 return atol(element->
value);
void FS_AddGameDirectory(const char *dir, bool write)
Adds the directory to the head of the search path.
int Q_vsnprintf(char *str, size_t size, const char *format, va_list ap)
Safe (null terminating) vsnprintf implementation.
void Sys_Error(const char *error,...)
void FS_ExecAutoexec(void)
void UI_Shutdown(void)
Reset and free the UI data hunk.
memPool_t * com_aliasSysPool
#define PROPERTY_HASH_SIZE
static const test_property_t * TEST_GetProperty(const char *name)
void CL_ShutdownLua(void)
Shutdown the ui-lua interfacing environment.
void R_ShutdownImages(void)
void Com_Printf(const char *const fmt,...)
memPool_t * com_cmdSysPool
void Q_strncpyz(char *dest, const char *src, size_t destsize)
Safe strncpy that ensures a trailing zero.
void TEST_vPrintf(const char *fmt, va_list argptr)
cvar_t * Cvar_Get(const char *var_name, const char *var_value, int flags, const char *desc)
Init or return a cvar.
void Cvar_Init(void)
Reads in all archived cvars.
void TEST_RegisterProperty(const char *name, const char *value)
#define MAX_PROPERTY_NAME
static wrapCache_t * hash[MAX_WRAP_HASH]
memPool_t * com_genericPool
void FS_AddHomeAsGameDirectory(const char *dir, bool write)
void FS_InitFilesystem(bool writeToHomeDir)
#define Mem_CreatePool(name)
#define Q_strcasecmp(a, b)
static test_property_t * test_property
memPool_t * com_cvarSysPool
void SV_Init(void)
Only called once at startup, not for each game.
static test_property_t * test_property_hash[PROPERTY_HASH_SIZE]
bool TEST_ExistsProperty(const char *name)
memPool_t * com_cmodelSysPool
void Cbuf_Init(void)
allocates an initial text buffer that will grow as needed
long TEST_GetLongProperty(const char *name)
struct test_property_s * hash_next
struct test_property_s * next
const char * TEST_GetStringProperty(const char *name)
void TEST_vPrintfSilent(const char *fmt, va_list argptr)
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
unsigned int Com_HashKey(const char *name, int hashsize)
returns hash key for a string
memPool_t * com_fileSysPool
void PTL_InitStartup(void)
Clears particle data.
char name[MAX_PROPERTY_NAME]
struct test_property_s test_property_t
int TEST_GetIntProperty(const char *name)
void FS_Shutdown(void)
Cleanup function.
void SV_Shutdown(const char *finalmsg, bool reconnect)
Called when each game quits, before Sys_Quit or Sys_Error.